Admiral Kutzov
Idiot Emeritus
Game Settings
Software: CSC v1.22
Our civ: England
Level: Monarch
Variant: No research, period!
Target Victory: ?
Landmass: Archipelego, 80% water
World Size: Standard
Barbs: Roaming
Rivals: 9, random
Rules (thanks to Lkendter)
1st player gets 20 turns, 10 per therafter
STRICT 24 hours got it, total 48 to complete.
The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Variant Rules - No Research, Ever!
Science slider must be set to 0 at all times.
No Scientists may be hired (or tolerated) in any of our settlements.
Libraries, Universities & Research Labs are okay for their cultural impact. The Great Library is also allowed.
Roster:
Admiral K
D. Richter (pikeman)
danz
Sir Clive
keiji
viper275
(open mentor only, otherwise roster full)
The start:
Software: CSC v1.22
Our civ: England
Level: Monarch
Variant: No research, period!
Target Victory: ?
Landmass: Archipelego, 80% water
World Size: Standard
Barbs: Roaming
Rivals: 9, random
Rules (thanks to Lkendter)
1st player gets 20 turns, 10 per therafter
STRICT 24 hours got it, total 48 to complete.
The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Variant Rules - No Research, Ever!
Science slider must be set to 0 at all times.
No Scientists may be hired (or tolerated) in any of our settlements.
Libraries, Universities & Research Labs are okay for their cultural impact. The Great Library is also allowed.
Roster:
Admiral K
D. Richter (pikeman)
danz
Sir Clive
keiji
viper275
(open mentor only, otherwise roster full)
The start:



.

with no possibility of barbarians running out, axes swinging (they never appear when the goody hut is popped indirectly by a settlement). This might get us a break early on, which would be awesome, especially if we pop a settler, or even a warrior for early exploration. The worker should start improving land ASAP, and I'm thinking that the furs in the forest 1 tile W would be a great place to start, although going one tile further to the grassland would also be OK. The only issue with that is that we're wasting two worker turns on walking around, something best left to warriors and boats (I hate the word curragh, it makes me want to caugh something up).